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Small adjustments to wording in "Importing translations"

Andrew Conrad 9 years ago
parent
commit
07c258007d
1 changed files with 15 additions and 15 deletions
  1. 15 15
      tutorials/asset_pipeline/importing_translations.rst

+ 15 - 15
tutorials/asset_pipeline/importing_translations.rst

@@ -15,19 +15,19 @@ In regular desktop or mobile applications, internationalized text is
 usually located in resource files (or .po files for GNU stuff). Games,
 however, can use several orders of magnitude more text than
 applications, so they must support efficient methods for dealing with
-loads of multi-language text.
+loads of multilingual text.
 
-There are two approaches to generate multi language games and
+There are two approaches to generate multilingual language games and
 applications. Both are based on a key:value system. The first is to use
-one of the languages as key (usually english), the second is to use a
+one of the languages as the key (usually English), the second is to use a
 specific identifier. The first approach is probably easier for
-development if a game is released first in english, later in other
+development if a game is released first in English, later in other
 languages, but a complete nightmare if working with many languages at
 the same time.
 
 In general, games use the second approach and a unique ID is used for
 each string. This allows to revise the text while it's being translated
-to others. the unique ID can be a number, a string, or a string with a
+to others. The unique ID can be a number, a string, or a string with a
 number (it's just a unique string anyway).
 
 Translators also, most of the time prefer to work with spreadsheets
@@ -37,10 +37,10 @@ Translation format
 ------------------
 
 To complete the picture and allow efficient support for translations,
-Godot has a special importer that can read .csv files. Both Microsoft
+Godot has a special importer that can read csv files. Both Microsoft
 Excel and Google Spreadsheet can export to this format, so the only
-requirement is that the files have a special format. The csv files must
-be saved in utf-8 encoding and the format is as follows:
+requirement is that the files have a special arrangement. The csv files must
+be saved in utf-8 encoding and be formatted as follows:
 
 +--------+----------+----------+----------+
 |        | <lang1>  | <lang2>  | <langN>  |
@@ -52,7 +52,7 @@ be saved in utf-8 encoding and the format is as follows:
 | KEYN   | string   | string   | string   |
 +--------+----------+----------+----------+
 
-The "lang" tags must represent a language, it must be one of the :ref:`valid
+The "lang" tags must represent a language, which must be one of the :ref:`valid
 locales <doc_locales>` supported by the engine. The "KEY" tags must be
 unique and represent a string universally (they are usually in
 uppercase, to differentiate from other strings). Here's an example:
@@ -62,7 +62,7 @@ uppercase, to differentiate from other strings). Here's an example:
 +=========+==================+================+==============+
 | GREET   | Hello, friend!   | Hola, Amigo!   | こんにちは   |
 +---------+------------------+----------------+--------------+
-| ASK     | How are you?     | Cómo esta?     | 元気ですか   |
+| ASK     | How are you?     | Cómo está?     | 元気ですか   |
 +---------+------------------+----------------+--------------+
 | BYE     | Good Bye         | Adiós          | さようなら   |
 +---------+------------------+----------------+--------------+
@@ -70,17 +70,17 @@ uppercase, to differentiate from other strings). Here's an example:
 Import dialog
 -------------
 
-The import dialog takes a .csv file in the previously described format
+The import dialog takes a csv file in the previously described format
 and generates several compressed translation resource files inside the
 project.
 
-Selecting a .csv file autodetects the languages from the first row. and
+Selecting a csv file autodetects the languages from the first row and
 determines which column represents which language. It is possible to
-change that manually, by selecting the language for each column.
+change this manually, by selecting the language for each column.
 
 .. image:: /img/trans.png
 
 The import dialog also can add the translation to the list of
 translations to load when the game runs, specified in engine.cfg (or the
-project properties). Godot allows to load and remove translations at
-runtime, too.
+project properties). Godot allows loading and removing translations at
+runtime as well.